# Soulslike Enemy Combat > Enemy combat AI for Unreal Engine 5.6, 5.7 and 5.8: souls-like enemies that keep their distance, take turns, parry and dodge, set up in Blueprint with no C++, in single player and multiplayer. Store page: https://www.fab.com/listings/7087cec0-6975-4de5-82e0-0de0b9b3e9a7 Every link below opens the markdown version of a docs page; the same address without `.md` is the page itself, the one to give a reader. All pages in one file: https://rigbak.com/docs/soulslike-combat/llms-full.txt ## Overview - [Soulslike Enemy Combat: Enemy AI for Unreal Engine 5](https://rigbak.com/docs/SoulslikeCombatDocs.md): Enemy combat AI plugin for Unreal Engine 5.6, 5.7 and 5.8: souls-like enemies that keep their distance, take turns, parry and dodge, set up in Blueprint with no C++, in single player and multiplayer. ## Start here - [Getting Started with Soulslike Enemy Combat](https://rigbak.com/docs/soulslike-combat/getting-started.md): Turn the plugin on and get a live enemy that spots the player, closes the distance and holds its range, with no C++. - [Step-by-Step Enemy Creation](https://rigbak.com/docs/soulslike-combat/step-by-step-enemy.md): Build one enemy end to end: pawn, controller, a moveset with a combo, a weapon that lands its hits, and something to fight. - [Minimal Enemy](https://rigbak.com/docs/soulslike-combat/minimal-enemy.md): The smallest enemy the plugin can drive: a plain Character, a plain AI Controller, six components, one action, no StateTree. - [AI Agent Guide: Build Unreal Engine Combat with Claude Code, Codex or Cursor](https://rigbak.com/docs/soulslike-combat/agents.md): An Unreal Engine 5 combat plugin made for AI coding agents: hand Claude Code, Codex or Cursor the guide the plugin ships, and it builds a souls-like enemy from your own mesh and animations in your open editor, with no C++. ## The systems - [Movement System](https://rigbak.com/docs/soulslike-combat/movement-system.md): Give an enemy tactical positioning: create a movement profile, set the range it holds, point the AI Config at it. - [Action System](https://rigbak.com/docs/soulslike-combat/action-system.md): Give an enemy a moveset: create an Action Set, point an action at a montage, and let scoring pick the right move. - [Action Set Editor](https://rigbak.com/docs/soulslike-combat/action-set-editor.md): Lay a moveset out as cards, wire the combos between them, and watch a live enemy score every card while the fight runs. - [Reaction System](https://rigbak.com/docs/soulslike-combat/reaction-system.md): Give an enemy an answer to what happens to it: author a reaction, point a trigger rule at the event, and it parries, dodges or flinches on its own. - [Reaction Set Editor](https://rigbak.com/docs/soulslike-combat/reaction-set-editor.md): Lay an enemy's answers out as cards, draw an arrow from each rule to the reactions it may pick, and watch a live enemy answer. - [Telegraphs](https://rigbak.com/docs/soulslike-combat/attack-telegraphs.md): Make a montage announce what a character is doing: one notify on the wind-up, and the enemies standing in front of it get a chance to parry, dodge or stand their ground. - [Combat Roles](https://rigbak.com/docs/soulslike-combat/combat-roles.md): Coordinate a pack: cap how many enemies attack at once, and swap each enemy's moveset, reactions and movement to match the role it holds. - [Combat Tokens](https://rigbak.com/docs/soulslike-combat/combat-tokens.md): Cap how many enemies swing at once: add one gate to the attack, set the pool size, and the rest keep circling. - [Targeting System](https://rigbak.com/docs/soulslike-combat/targeting-system.md): Give every enemy something to fight: register the player once, pick how each AI chooses, and the pack engages. - [Threat Detection](https://rigbak.com/docs/soulslike-combat/threat-detection.md): Turn the player's camera attention into a 0 to 1 reading, and make an enemy swap sides or give ground under a stare. - [Awareness System](https://rigbak.com/docs/soulslike-combat/awareness-system.md): Give an enemy senses: it spots you on sight, hears what it cannot see, remembers where you went, and gives up when the trail goes cold. - [Territory & Patrols](https://rigbak.com/docs/soulslike-combat/territory.md): Give an enemy ground of its own: place posts, list them on the enemy, and set a leash so a chase ends where you say. - [Animation Integration](https://rigbak.com/docs/soulslike-combat/animation-integration.md): Author combat timing on the animation itself: hold a gameplay tag for a montage window, mirror it into an animation Blueprint bool, and steer an attack toward its target. - [Melee Trace](https://rigbak.com/docs/soulslike-combat/melee-trace.md): Make a swing connect: swept weapon traces on the attack montage, damage per window, and impact effects when it lands. - [Weapons](https://rigbak.com/docs/soulslike-combat/weapons.md): Arm an enemy: build a weapon Blueprint, drop it in the starting loadout, and the enemy spawns holding it and fighting from its moveset. - [Vitals](https://rigbak.com/docs/soulslike-combat/vitals.md): Give a pawn resource pools: health that kills it at zero, stamina that refills on its own, and any other pool you name. - [Defense System](https://rigbak.com/docs/soulslike-combat/defense-system.md): Give a pawn a guard: create a Defense Rule Set, author one response, and an incoming hit is parried, blocked or ignored before it reaches health. - [Configuration Reference](https://rigbak.com/docs/soulslike-combat/configuration.md): Every SEC setting and the one place you set it: project settings, the Enemy AI Config, the data assets, the components. - [Multiplayer Enemy AI](https://rigbak.com/docs/soulslike-combat/multiplayer.md): Enemy AI for co-op and multiplayer games in Unreal Engine 5: the server decides every attack, reaction and move, on a listen server or a dedicated server, and every client receives the health, action, role and weapon state a HUD draws from. - [Determinism](https://rigbak.com/docs/soulslike-combat/determinism.md): Tick one box and an enemy fights the same fight every time: the same actions in the same order, from a seed you choose. ## Reference - [StateTree Integration](https://rigbak.com/docs/soulslike-combat/statetree.md): Author the enemy's shape as a graph: point the AI Config at a StateTree and patrol, investigate, fight and walk home become states you can see. - [Core Architecture](https://rigbak.com/docs/soulslike-combat/architecture.md): The map of the plugin: which piece lives where, what decides, what replicates, and the console switch that shows each part running. - [Common Patterns & Examples](https://rigbak.com/docs/soulslike-combat/patterns.md): Seven enemy archetypes as recipes: the numbers to type, and the field each one goes in. - [Debugging & Troubleshooting](https://rigbak.com/docs/soulslike-combat/troubleshooting.md): The symptom you are looking at, the one thing that causes it, and the fix. - [Performance](https://rigbak.com/docs/soulslike-combat/performance.md): What SEC costs, the three knobs that cut it, and how to read stat SEC on your own hardware. - [API Reference](https://rigbak.com/docs/soulslike-combat/api-reference.md): The C++ and Blueprint surface: the controller components, the combat token subsystem, the melee trace pipeline, territory lookups, and the scorer and gate bases. ## Guides - [Souls-like Enemy Combat in Unreal Engine 5: Where to Start](https://rigbak.com/docs/soulslike-combat/soulslike-combat-ue5.md): What a Dark Souls style melee enemy needs in Unreal Engine 5 (senses, spacing, readable attacks, parries and dodges, group turns, bosses) and the Soulslike Enemy Combat page that sets up each one in Blueprint. - [Enemies That Take Turns Attacking](https://rigbak.com/docs/soulslike-combat/enemies-take-turns.md): Stop a group of enemies from attacking the player all at once in Unreal Engine 5: one swings, the rest circle and wait their turn, set up in Blueprint with no C++. - [Enemies That Parry, Dodge and Counter](https://rigbak.com/docs/soulslike-combat/enemy-parry-dodge-counter.md): Make AI enemies in Unreal Engine 5 that parry, dodge and counter-attack the player's swings, set up in Blueprint with no C++. - [Tactical Enemy Movement: Strafing, Circling and Spacing](https://rigbak.com/docs/soulslike-combat/tactical-enemy-movement.md): Make enemies strafe, circle the player and keep their distance instead of walking straight at them in Unreal Engine 5, set up in Blueprint with no C++. - [Souls-like Boss Fights: Phases, an Arena and Attacks That Read the Player](https://rigbak.com/docs/soulslike-combat/boss-fights.md): Build an Elden Ring style boss in Unreal Engine 5: a second moveset at a health threshold, an arena that opens and ends the fight, a boss health bar, and attacks that answer what the player does, set up in Blueprint with no C++.